Rapid advances in computing, design community discourse, and demographic variation continues to make game development and distribution easier each year, prompting a tidal wave of new games. Although console manufacturers historically limited the number of annual releases, the internet and smartphone app spaces have no such restrictions. Videogames used to be light on content due to limitations of technology. Then they ran into limitations of budget.
Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer : some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers.
I’m hopping off of strategy gaming for one more article in order to talk about a problem that’s prevalent in RPGs, my other favorite genre. Namely: bosses. Okay, so maybe saying all boss battles are “broken” is a bit of a stretch. But for the most part you could say they’re… misused. This really shouldn’t be much of a surprise, as the model for boss fights that you find in most RPGs has evolved little since its crude introduction in the 1980s.
Introduction After publishing Bouncy Mouse on iOS and Android at the end of last year, I learned a few very important lessons. Key among them was that breaking into an established market is hard. On the thoroughly saturated iPhone market, gaining traction was very hard; on the less saturated Android Marketplace, progress was easier, but still not easy.
This is a guest post by Sean Soria of Gamzee, a leader in HTML5 game development. In this post, he describes the potential of creating a city build using HTML5, as well as the trial and tribulations and how you can avoid them. Back when we started Gamzee, a lot of people in the game industry were down on HTML5. The hopeful ones said that HTML5 was the wave of the future, but it just wasn't stable or fast enough to make the big sort of 'Ville-type Flash games that dominate social gaming today. So what did we do? We set out to make a big, isometric game in HTML5.
Welcome to the Wolfire Blog! This is where we keep everyone up to date on our progress on Overgrowth and other new stuff. Be sure to subscribe to get the latest news! Also, be sure to check out the forums for even more up to date news - or get on IRC for up to the second updates. By David Rosen on March 27th, 2013 This is a blog post adaption of my GDC 2013 Indie Soapbox talk, I hope you like it!
When I posted about decals last week, a number of readers commented that they would be interested in posts about linear algebra as it applies to game development. I decided if I'm going to write about that, I might as well start at the beginning! This will be review to many of you who have written games before or taken classes in kinematic physics, so please bear with me for this introductory post -- I will get to more advanced topics later.
With Double Fine adventures just hitting the $2,000,000 when I started writing this article; I seem to notice that the Internet, or at least the parts I pay attention to, is abuzz with ‘Kickstarter fever.’ Now I am extremely happy about this since: I love Double Fine, don’t like publishers, and feel this can be the start of something great. But, I must caution people against thinking that they can crowd source millions of dollars. The reason I say this is because Double Fine has something unique. They have been around for 12 years, created one of the most celebrated cult hits, are making a game for a genre that is almost forgotten, and have two of the most famous people of that genre working on the game.